/Engine/Source/Runtime/Landscape/Classes/LandscapeProxy.h
class ALandscapeProxy : public [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor), public [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface)
TSet< FWorldPar...
ActorDescReferences
Hard refs to actors that need to be loaded when this proxy is loaded.
TArray<FAsyncT...
AsyncFoliageTasks
A transient data structure for tracking the grass tasks
uint8: 1
bAffectDistanceFieldLighting
Controls whether the primitive should affect dynamic distance field lighting methods.
uint32: 1
bBakeMaterialPositionOffsetIntoCollision
Whether to bake the landscape material's vertical world position offset into the collision heightfield.
uint8:  1
bCastContactShadow
Whether the object should cast contact shadows. This flag is only used if CastShadow is true.
uint8:  1
bCastDynamicShadow
Controls whether the primitive should cast shadows in the case of non precomputed shadowing.
uint32:  1
bCastFarShadow
When enabled, the component will be rendering into the far shadow cascades(only for directional lights).
uint8:  1
bCastHiddenShadow
If true, the primitive will cast shadows even if bHidden is true.
uint32:  1
bCastShadowAsTwoSided
Whether this primitive should cast dynamic shadows as if it were a two sided material.
uint8:  1
bCastStaticShadow
Whether the object should cast a static shadow from shadow casting lights.
bool
bEnableNanite
Use Nanite to render landscape as a mesh on supported platforms.
uint32: 1
bFillCollisionUnderLandscapeForNavmesh
Set to true to prevent navmesh generation under the terrain geometry
uint32:  1
bGenerateOverlapEvents
If true, Landscape will generate overlap events when other components are overlapping it (eg Begin Overlap).
bool
bHasLandscapeGrass
Only used outside of the editor (e.g. in cooked builds) Disables landscape grass processing entirely if no landscape components have landscape grass configured
bool
bHasLayersContent
Flag that tell if we have some layers content
bool
bIsPerformingInteractiveActionOnLandscapeMaterialOverride
bool
bIsRegisteredWithLandscapeInfo
True when this Proxy is registered with the LandscapeInfo
bool
bNaniteSkirtEnabled
bool
bNeedsWeightmapUsagesUpdate
Set to true when on undo, when it's necessary to completely regenerate weightmap usages (since some weightmap allocations are transactional and others not, e.g. splines edit layer)
FBodyInstance
BodyInstance
Collision profile settings for this landscape
uint32: 1
bRenderCustomDepth
If true, the Landscape will be rendered in the CustomDepth pass (usually used for outlines)
bool
bSetCreateRuntimeVirtualTextureVolumes
Placeholder for details customization button.
bool
bTemporarilyDisableWeightmapUsagesValidation
Set to true when we know that weightmap usages are being reconstructed and might be temporarily invalid as a result (ValidateProxyLayersWeightmapUsage should be called after setting this back to false)
bool
bUpgradeSharedPropertiesPerformed
Used to know if the deprecation of shared properties modified before the enforcement system introduction has been performed on load.
bool
bUseCompressedHeightmapStorage
Enable compressed heightmap texture storage.
uint32: 1
bUsedForNavigation
Hints navigation system whether this landscape will ever be navigated on.
bool
bUseDynamicMaterialInstance
When set to true it will generate MaterialInstanceDynamic for each components, so material can be changed at runtime
bool
bUseLandscapeForCullingInvisibleHLODVertices
Flag whether or not this Landscape's surface can be used for culling hidden triangles
uint32: 1
bUseMaterialPositionOffsetInStaticLighting
Whether to use the landscape material's vertical world position offset when calculating static lighting.
bool
bVirtualTextureRenderWithQuad
Use a single quad to render this landscape to runtime virtual texture pages.
bool
bVirtualTextureRenderWithQuadHQ
Use highest quality heightmap interpolation when using a single quad to render this landscape to runtime virtual texture pages.
uint8:  1
CastShadow
Controls whether the primitive component should cast a shadow or not.
TArray<TObject...
CollisionComponents
Array of LandscapeHeightfieldCollisionComponent
int32
CollisionMipLevel
Landscape LOD to use for collision tests. Higher numbers use less memory and process faster, but are much less accurate.
float
ComponentScreenSizeToUseSubSections
Component screen size (0.0 - 1.0) at which we should keep sub sections.
int32
ComponentSizeQuads
Data set at creation time
uint32
CurrentVersion
CurrentVersion is bumped whenever a landscape component has an undo/redo operation applied.
int32
CustomDepthStencilValue
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)
ERendererStenci...
CustomDepthStencilWriteMask
Mask used for stencil buffer writes.
TObjectPtr<UPh...
DefaultPhysMaterial
Default physical material, used when no per-layer values physical materials
TArray<FLandsc...
EditorLayerSettings
int32
ExportLOD
LOD level to use when exporting the landscape to obj or FBX
FDelegateHandle
FeatureLevelChangedDelegateHandle
Handle so we can unregister the delegate
FCachedLandscap...
FoliageCache
A transient data structure for tracking the grass
TArray<TObject...
FoliageComponents
uint32
FrameOffsetForTickInterval
Frame offset for tick interval
TMap<UTexture2...
HeightmapsCPUReadback
TArray<TObject...
LandscapeComponents
The array of LandscapeComponent that are used by the landscape
FGuid
LandscapeGuid
Guid for LandscapeEditorInfo, all proxies that belong to the same landscape should have the same LandscapeGuid, even if split across world partitions Note that this value may change when the landscape is instanced (or in PIE) in order to allow multiple instances of the same landscape to exist.
TObjectPtr<UMa...
LandscapeHoleMaterial
Material used to render landscape components with holes.
TObjectPtr<UMa...
LandscapeMaterial
Combined material used to render the landscape
FLandscapeMater...
LandscapeMaterialChangedDelegate
FIntPoint
LandscapeSectionOffset
Offset in quads from global components grid origin (in quads)
float
LDMaxDrawDistance
Max draw distance exposed to LDs.
FLightingChanne...
LightingChannels
Channels that this Landscape should be in.
FLightmassPrimi...
LightmassSettings
The Lightmass settings for this object.
float
LOD0DistributionSetting
The distribution setting used to change the LOD 0 generation, 1.75 is the normal distribution, numbers influence directly the LOD0 proportion on screen.
float
LOD0ScreenSize
This is the starting screen size used to calculate the distribution.
float
LODDistributionSetting
The distribution setting used to change the LOD generation, 2 is the normal distribution, small number mean you want your last LODs to take more screen space and big number mean you want your first LODs to take more screen space.
uint32
LODGroupKey
TMap<FString, ...
MaterialInstanceConstantMap
Map of material instance constants used to for the components.
int32
MaxLODLevel
Max LOD level to use when rendering, -1 means the max available
int32
MaxPaintedLayersPerComponent
TArray<TObject...
NaniteComponents
int32
NaniteLODIndex
LOD level of the landscape when generating the Nanite mesh.
float
NaniteSkirtDepth
ENavDataGatheri...
NavigationGeometryGatheringMode
float
NegativeZBoundsExtension
Allows overriding the landscape bounds.
int32
NumComponentsNeedingGrassMapRender
For the grassmap rendering notification
int32
NumSubsections
int32
NumTexturesToStreamForVisibleGrassMapRender
To throttle texture streaming when we're trying to render a grassmap
FOnLandscapePro...
OnComponentDataChanged
FGuid
OriginalLandscapeGuid
The original unmutated LandscapeGuid on the source asset, before instancing modfications.
TArray<FLandsc...
PerLODOverrideMaterials
float
PositiveZBoundsExtension
Allows overriding the landscape bounds.
TObjectPtr<UMa...
PreEditLandscapeHoleMaterial
TObjectPtr<UMa...
PreEditLandscapeMaterial
TArray<FLandsc...
PreEditPerLODOverrideMaterials
FGuid
ReimportDestinationLayerGuid
Height and weightmap import destination layer guid
FString
ReimportHeightmapFilePath
FRenderCommandF...
ReleaseResourceFence
TArray<TObject...
RuntimeVirtualTextures
Array of runtime virtual textures into which we draw this landscape.
EShadowCacheInv...
ShadowCacheInvalidationBehavior
Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset.
int32
SimpleCollisionMipLevel
If set higher than the "Collision Mip Level", this specifies the Landscape LOD to use for "simple collision" tests, otherwise the "Collision Mip Level" is used for both simple and complex collision.
TObjectPtr<ULa...
SplineComponent
int32
StaticLightingLOD
LOD level to use when running lightmass (increase to 1 or 2 for large landscapes to stop lightmass crashing)
float
StaticLightingResolution
The resolution to cache lighting at, in texels/quad in one axis Total resolution would be changed by StaticLightingResolution*StaticLightingResolution Automatically calculate proper value for removing seams
float
StreamingDistanceMultiplier
Allows artists to adjust the distance where textures using UV 0 are streamed in/out.
int32
SubsectionSizeQuads
ELandscapeLayer...
TargetDisplayOrder
Display Order mode for the targets
TArray<FName>
TargetDisplayOrderList
Display Order of the targets
int32
VirtualTextureLodBias
Bias to the LOD selected for rendering to runtime virtual textures.
int32
VirtualTextureNumLods
Number of mesh levels to use when rendering landscape into runtime virtual texture.
ERuntimeVirtual...
VirtualTextureRenderPassType
Controls if this component draws in the main pass as well as in the virtual texture.
uint32
WeightmapFixupVersion
TMap<UTexture2...
WeightmapsCPUReadback
TMap<TObjectPt...
WeightmapUsageMap
Map of weightmap usage